您可以使用pg.key.get_pressed() 检查按键的状态以查看是否按下了 ← 或 →(如下例所示),或者,将speed 变量更改为事件循环中的另一个值,然后更改x 位置(x += speed)而不是事件循环中的while 循环中的每一帧(释放键时将速度重置为0)。
关于图像翻转,保留对原始图像的引用并将其分配给swordsman变量。当玩家想要向另一个方向移动时,翻转原图并赋值(如果是原图移动就赋值原图)。
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
BG_COLOR = pg.Color('gray12')
# This is the original swordsman image/surface (just a
# rectangular surface with a dark topleft corner).
SWORDSMAN_ORIGINAL = pg.Surface((30, 50))
SWORDSMAN_ORIGINAL.fill((50, 140, 200))
pg.draw.rect(SWORDSMAN_ORIGINAL, (10, 50, 90), (0, 0, 13, 13))
# Assign the current swordsman surface to another variable.
swordsman = SWORDSMAN_ORIGINAL
x, y = 300, 200
speed = 4
run = True
while run:
for event in pg.event.get():
if event.type == pg.QUIT:
run = False
elif event.type == pg.KEYDOWN:
if event.key == pg.K_RIGHT:
# When the player presses right, flip the original
# and assign it to the current swordsman variable.
swordsman = pg.transform.flip(SWORDSMAN_ORIGINAL, True, False)
elif event.key == pg.K_LEFT:
# Here you can just assign the original.
swordsman = SWORDSMAN_ORIGINAL
# Check the state of the keys each frame.
keys = pg.key.get_pressed()
# Move if the left or right keys are held.
if keys[pg.K_LEFT]:
x -= speed
elif keys[pg.K_RIGHT]:
x += speed
screen.fill(BG_COLOR)
screen.blit(swordsman, (x, y))
pg.display.flip()
clock.tick(60)
pg.quit()